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Monopoly: Star Wars The Mandalorian

Monopoly: Star Wars The Mandalorian Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object of the Game
  • What's Different About Monopoly: The Mandalorian Edition?
    • Characters Have Unique Abilities
    • Protect Grogu!
    • Battle Imperial Enemies
  • Setup
    • Who Goes First?
  • How to Win
  • On Your Turn
  • The Board Spaces
    • Unowned Hideouts
    • GO
    • Owned Hideouts
    • Collect Color Sets!
  • Action Spaces
    • Imperial Advance
    • Imperial Outpost
    • Signet
    • Unexpected Ally
    • Imperial Credits
    • Free Parking
    • Just Visiting
    • Go to Jail
    • How Do I Get Out of Jail?
  • Character Abilities
    • The Mandalorian
    • Bo-Katan Kryze
    • Ahsoka Tano
    • Boba Fett
  • Grogu
    • Getting Grogu
    • Using Grogu's Powers
    • Moving with Grogu
    • Protect Grogu! (Grogu Alone on a Space)
  • Battles
    • Did You Beat the Imperial Enemy?
    • Did You Lose This Time?
  • Deals & Trades
  • Help! I Can't Pay!
  • The End of the Game

Contents

  • Gameboard
  • 4 Character Tokens
  • 1 Grogu Token
  • 4 Character Ability Cards
  • 1 Grogu Card
  • 1 Moff Gideon Token
  • 1 Dark Trooper Token
  • 1 Stormtrooper Token
  • 9 Imperial Enemy Cards (1 Moff Gideon, 4 Dark Troopers, and 4 Stormtroopers)
  • 16 Hideout Cards
  • 20 Signet Cards
  • 75 Plastic Imperial Credits (40 tens and 35 fifties)
  • 2 Dice (1 Silver and 1 Green)

Printed on the box: 2-4 players; ages 8+.

Object of the Game

Buy hideouts as you travel the Outer Rim and confront Imperial enemies who seek to obtain Grogu! Earn Imperial credits by winning battles against those enemies and by charging other players rent. The game ends when the final enemy, Moff Gideon, has been defeated. Then the player with the most Imperial credits wins!

Be vigilant! The game also ends if any Imperial enemy obtains Grogu. Then all players lose!

What's Different About Monopoly: The Mandalorian Edition?

Characters Have Unique Abilities

Each character token comes with a matching character card that describes that character's unique abilities. Your ability might allow you to pay less rent, draw two cards instead of one, re-roll when battling an enemy, or collect extra Imperial credits when passing GO. When you have Grogu, your character's ability is not only enhanced, but you may use Grogu's unique ability, too.

Protect Grogu!

The Grogu token will start each game on the Just Visiting space, and as soon as one player passes or lands on that space, they take Grogu. For the remainder of the game, whenever any player passes or lands on Grogu's space, whether he is with another player's token or not, they take Grogu. When you have Grogu, you'll roll the green die instead of the silver die to move, and you may use your character's enhanced ability along with Grogu's unique ability.

Battle Imperial Enemies

There are three Imperial enemy tokens: a Stormtrooper, a Dark Trooper, and Moff Gideon. You'll move these tokens around the board at different points in the game. Whenever you pass or land on a space occupied by an enemy, you must draw an Imperial Enemy card and battle!

Setup

  1. Choose someone to be the Banker. The Banker's in charge of:

    • The Bank's Imperial credits
    • Hideout cards
    • Auctions

    The Banker can play too but must keep their Imperial credits separate from the Bank.

  2. Banker, give each player:

    • 5x (worth 10 each)
    • 2x (worth 50 each)
    • (Total = 150)
  3. Shuffle the Signet cards, and place them facedown here.

  4. Place the Grogu token on the Just Visiting space and his character ability card nearby.

  5. Place the Stormtrooper token on this Imperial Outpost space.

  6. Place the Dark Trooper token on this Imperial Outpost space.

  7. Place the Moff Gideon token on this Imperial Outpost space. Place that token's Imperial Enemy card here.

  8. Separate the Stormtrooper and Dark Trooper cards by type. Then, based on the number of players, place each pile faceup here in numerical order with 1 on top.

    • For two players: use cards 1 and 2 for each enemy.
    • For three players: use cards 1, 2, and 3 for each enemy.
    • For four players: use all enemy cards.

Who Goes First?

Each player rolls the silver die. The highest roller starts, and play moves to the left.

How to Win

Move around the board buying as many hideouts as you can. The more you own, the more rent you'll be able to collect from other players. If you're the player with the most Imperial credits at the end of the game, you win!

On Your Turn

  1. If you have Grogu, roll the green die. If you do not have Grogu, roll the silver die.
  2. Move your token (and Grogu if you have him) clockwise that number of spaces.
  3. Where did you land? Carry out the rules of that board space. See THE BOARD SPACES. If you pass or land on Grogu, take Grogu with you. You will move him with your token. Place his character card in front of you. See GROGU. If you pass or land on an Imperial enemy, you must battle them! See BATTLES.
  4. Your turn ends. Pass the dice to your left.

The Board Spaces

Unowned Hideouts

When you land on an unowned hideout, you must buy it or auction it.

  • Want to buy it? Pay the price on the board space, and take the hideout card from the Bank.
  • Don't want to buy it? The Banker must auction it. Bidding starts at 10, and anyone can increase the bid by as little as 10. You don't need to follow turn order, and the Banker ends the auction when no player is willing to increase the bid. The highest bidder pays the Bank. If no one wants to bid on the hideout, that's fine. No one pays anything, and the hideout card stays with the Bank.

GO

When you pass or land on the GO space, collect 20 from the Bank.

Owned Hideouts

When you land on a hideout that someone else owns, the owner must ask you for rent. If they do, you must pay the rent shown on that hideout card. If they don't ask before the next player rolls the die, you don't have to pay!

Collect Color Sets!

When you own each hideout in a color set, you can collect increased rent for those hideouts!

Action Spaces

Imperial Advance

When you land here, roll the silver die, and move the Stormtrooper and Dark Trooper tokens clockwise that many spaces. Imperial Enemies never follow the rules of the space where they land.

If an enemy is in an Imperial Outpost, it must use its first move to move to the Imperial Advance space and continue clockwise.

Move the Moff Gideon token in the same way but only when either all hideouts have been purchased or when there is only one Stormtrooper or Dark Trooper card left in their respective decks.

Imperial Outpost

Note: You may never have more than one Imperial enemy on the same space. If an enemy would move onto another enemy's space, place the enemy token that did not begin its move in an Imperial Outpost one space further ahead on the board.

Signet

Take the top card from the Signet deck. If the card tells you to keep it until you're ready to use it, you may do so. Otherwise, immediately do what it says. Return it to the bottom of the deck when done. There is no limit to how many Signet cards you may have or how many you may use in one turn.

Unexpected Ally

There are two Unexpected Allies: Captain Carson Teva and Fennec Shand. If you land on either of these allies, immediately advance to the next unowned hideout. You may buy it. If there are no unowned hideouts, move to the next Unexpected Ally space instead. If you pass GO, collect 20. If you pass an Imperial Enemy, do not battle. If you pass Grogu, you may not take him. Your turn is then over.

Imperial Credits

Collect 30 from the Bank.

Free Parking

If you do not have Grogu, take him and place him with your token. You must now protect Grogu! Place Grogu's character card and the green die in front of you. See GROGU. If you already have Grogu, do nothing.

Just Visiting

Don't worry. If you land here, put your token in the Just Visiting section. If you're the first player to pass or land on this space, take Grogu and place him with your token. Place Grogu's character card and the green die in front of you. Remember, you may not take Grogu if you pass him while using an Unexpected Ally space to advance.

Go to Jail

Move your token to the In Jail space immediately! Do not collect 20 for passing GO. If you have Grogu, place him on any hideout you own. If you don't own any hideouts, leave Grogu on the Go to Jail space. He is unattended for now! Your turn is then over. You can still collect rent, bid during auctions, and trade while you are in Jail.

How Do I Get Out of Jail?

You have two options:

  1. Pay 50 at the start of your next turn, then roll and move as normal.
  2. Roll a 6 on your next turn. If you do, you're free! Use the roll to move, and that's the end of your turn. You can use up to 3 turns to try for a 6. If you don't roll a 6 by your third turn in Jail, move your token to the Just Visiting space, and end your turn.

Character Abilities

Each character has two unique abilities that may be used throughout the game: their standard character ability and an enhanced ability they can use when they have Grogu. Standard abilities are described below and on your character card.

The Mandalorian

  • Standard: When you need to pay rent, subtract 10 from your payment.
  • With Grogu: When you need to pay rent, subtract 30 from your payment.

Bo-Katan Kryze

  • Standard: When you pass GO, collect 50 instead of 20.
  • With Grogu: When you pass GO, collect 70 instead of 20.

Ahsoka Tano

  • Standard: When battling an enemy, you may re-roll the silver die—but you must use the second roll.
  • With Grogu: When battling an enemy, you may re-roll both dice—but you must use the second roll.

Boba Fett

  • Standard: When you land on a Signet space, draw two cards. Keep or use one, and return the other to the bottom of the deck.
  • With Grogu: When you land on a Signet space, draw two cards, and keep or use both.

Grogu

Getting Grogu

If you pass or land on Grogu's space, take him, and place him with your token. You'll move the Grogu token around the board with your token. Take Grogu's character card and the green die, and place those in front of you. You may not take Grogu if you pass him while using an Unexpected Ally space to advance.

Using Grogu's Powers

When you have Grogu, you have two special abilities: Grogu's ability, which allows you to roll both dice when battling an enemy, and your character's unique ability. See below for the unique ability each character has when they have Grogu. These abilities are also described on your character card.

Moving with Grogu

When you have Grogu, roll the green die instead of the silver die at the start of your turn. Notice when you roll the green die, you may roll only a 1, 2, or 3. When you have Grogu, moving is a slower process! Then move your token and Grogu clockwise that number of spaces. If you come in contact with an enemy while carrying Grogu, you must still battle that enemy, but you may use Grogu's Powers as described to the right.

Protect Grogu! (Grogu Alone on a Space)

The printed rulebook uses the heading "Protect Grogu!" twice; this second instance is titled here to tell it apart from the "What's Different" section above.

If Grogu is ever alone on a space and an Imperial Enemy would pass or land on that space, Grogu is captured, and the game ends immediately! No one wins!

If you have Grogu at the end of the game, you may collect 100 from the Bank.

Battles

When you pass or land on the same space as an Imperial enemy, you must battle them! If you would pass an Imperial enemy, end your move on their space. When Imperial enemies pass or land on your space, you do not battle.

When you need to battle, do the following:

  1. Follow the rules of the space where you land. Note, if you landed on an Unexpected Ally with an enemy, use the Unexpected Ally space to advance and get away!
  2. Take the top card from the matching Imperial Enemy deck: Stormtroopers are white and Dark Troopers are black.
  3. If you have any Signet cards with the Darksaber or Thermal Detonators and would like to use them, announce so. Place the card/s at the bottom of the Signet deck after the battle.
  4. Roll the silver die. If you have Grogu, roll both dice. If you are Ahsoka Tano, don't forget that you may re-roll as per your character card!

Callouts printed on the sample Imperial Enemy card in this section: Imperial enemy level; Roll this or higher to win; Imperial enemy type; Immediately get this bonus if you win; Immediately get this penalty if you lose.

Did You Beat the Imperial Enemy?

If your roll is equal to or higher than the required roll, you win! Immediately carry out the bonus on the Imperial Enemy card, and place the card in front of you. If there are still Imperial Enemy cards for that enemy type left on the board, move that enemy token to the next unoccupied Imperial Outpost. If there are no cards left, remove that enemy token from the game!

If you beat Moff Gideon, collect 100. Then the game is over! See THE END OF THE GAME.

Did You Lose This Time?

If your roll is less than the required roll, you lose the battle. Immediately carry out the penalty on the Imperial Enemy card, and place the card back on the board. Move the enemy token to the next unoccupied Imperial Outpost. If you have Grogu, he is safe.

If you lost to Moff Gideon, immediately go to Jail. Leave Moff Gideon on his current space, and place his card back on the board. If you have Grogu, he is taken, and the game is over! No one wins!

Deals & Trades

You can buy, sell, or swap hideouts with other players at any time.

Hideouts can be traded for Imperial credits, other hideouts, and/or Signet cards. The amount is decided by the players making the deal.

Help! I Can't Pay!

  1. Try to raise money. If you owe Imperial credits and can't pay, try to raise money by selling hideouts back to the Bank for the price written on the board space. You may also sell hideouts and any Signet cards to other players for an agreed-upon price.
  2. If you're still in debt and owe another player, give them any unsold Signet cards. If you owe the Bank, return any unsold Signet cards to the bottom of the deck.
  3. If you have no Imperial credits, hideouts, or Signet cards, hang in there! You're still in the game! You may earn Imperial credits by passing GO or landing on an Imperial Credits space.

The End of the Game

The game ends immediately when Moff Gideon is defeated OR when an Imperial enemy passes or lands on a space where Grogu has been left alone!

If an Imperial enemy lands on a space where Grogu has been left alone, no one wins.

If Moff Gideon was defeated, players do the following:

  1. All players collect rent from the Bank for each of their hideouts. For hideouts in a set, collect double rent.
  2. If a player has Grogu, they collect 100 from the Bank.
  3. The player with the most Imperial Enemy cards collects 50 from the Bank. If there is a tie, the tied player with the most hideouts collects 50 from the Bank.

Now count up your Imperial credits. The player with the most wins!

As printed. The Object of the Game section states the winner is the player with the most Imperial credits.

  • Each player chooses a character token. Place your token on GO and your character ability card in front of you.

  • Put the dice by the gameboard.